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Enhancing Cognition with Video Games: A Multiple

Game Training Study


Adam C. Oei*, Michael D. Patterson
Division of Psychology, Nanyang Technological University, Singapore, Singapore

Abstract
Background: Previous evidence points to a causal link between playing action video games and enhanced cognition and
perception. However, benefits of playing other video games are under-investigated. We examined whether playing non-
action games also improves cognition. Hence, we compared transfer effects of an action and other non-action types that
required different cognitive demands.

Methodology/Principal Findings: We instructed 5 groups of non-gamer participants to play one game each on a mobile
device (iPhone/iPod Touch) for one hour a day/five days a week over four weeks (20 hours). Games included action, spatial
memory, match-3, hidden- object, and an agent-based life simulation. Participants performed four behavioral tasks before
and after video game training to assess for transfer effects. Tasks included an attentional blink task, a spatial memory and
visual search dual task, a visual filter memory task to assess for multiple object tracking and cognitive control, as well as a
complex verbal span task. Action game playing eliminated attentional blink and improved cognitive control and multiple-
object tracking. Match-3, spatial memory and hidden object games improved visual search performance while the latter two
also improved spatial working memory. Complex verbal span improved after match-3 and action game training.

Conclusion/Significance: Cognitive improvements were not limited to action game training alone and different games
enhanced different aspects of cognition. We conclude that training specific cognitive abilities frequently in a video game
improves performance in tasks that share common underlying demands. Overall, these results suggest that many video
game-related cognitive improvements may not be due to training of general broad cognitive systems such as executive
attentional control, but instead due to frequent utilization of specific cognitive processes during game play. Thus, many
video game training related improvements to cognition may be attributed to near-transfer effects.

Citation: Oei AC, Patterson MD (2013) Enhancing Cognition with Video Games: A Multiple Game Training Study. PLoS ONE 8(3): e58546. doi:10.1371/
journal.pone.0058546
Editor: Joy J. Geng, University of California, Davis, United States of America
Received September 27, 2012; Accepted February 5, 2013; Published March 13, 2013
Copyright: ß 2013 Oei, Patterson. This is an open-access article distributed under the terms of the Creative Commons Attribution License, which permits
unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.
Funding: This research was supported by a DSO National Laboratories (http://www.dso.org.sg) grant to Michael D. Patterson. The funders had no role in study
design, data collection and analysis, decision to publish, or preparation of the manuscript.
Competing Interests: The authors have declared that no competing interests exist.
* E-mail: cmoei1@e.ntu.edu.sg

Introduction memory, inhibition and reduced attentional capture


[12,13,14,15,16,17].
The link between playing action video games and enhanced Although there is a large amount of evidence of the benefits of
cognitive and visual-perceptual abilities is well documented. action video games, not all cognitive abilities that have been
However, the definition of action video games and why playing measured were improved by action video game play. For instance,
them leads to improved abilities has not been resolved. no differences have been found between action video game players
Most action video game studies have used first person shooter and non-gamers in the ability to inhibit attention from returning to
games (but see [1]). These video games contain several common previously attended locations [18], a phenomenon known as the
properties: unpredictability, intense speed, high perceptual, inhibition of return [19]. Furthermore, the ability to orient to an
cognitive and motor load, the selection between multiple action exogenous cue has generally been found to be equivalent between
plans and an emphasis on peripheral processing [2]. Action video action and non-action video gamers [20].
game related perceptual enhancements have been reported in the Despite their potential benefits, action video games may not be
following areas: improved peripheral vision [3,4,5], reduced suitable for everyone. Many action video games contain violent
crowding effect [6], a shorter period of backward masking [7] themes, making their suitability for young children questionable
and improved contrast sensitivity [8]. Action video game play has [21]. Hence, there is a practical need to investigate whether non-
also been linked to enhanced cognitive abilities such as attending action games benefit cognitive and perceptual abilities.
to multiple objects simultaneously [3,9,10,11], superior spatial Currently, little is known about the cognitive benefits of non-
skills [5] as well as reduced attentional blink effects [3]. action video games. Two studies have demonstrated evidence of
Furthermore, these enhancements have also been seen in higher- improved mental rotation skills in young children trained in Tetris
order executive control functions such as task switching, working [22] in addition to enhanced executive control abilities in older
adults after real time strategy game training [23]. Nevertheless,

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Enhancing Cognition with Video Games

these non-action video game training results are not directly Consistent with the claim that transfer of learning depends on
comparable to studies using action video games due to differences the similarities between the learning and transfer task (theory of
in sample selection. While most action video game studies used identical elements) [24], we propose that near transfer will be more
young adult samples, these two studies comprised of young likely to occur in behavioral tasks that share similar demands with
children [22] and elderly adults [23]. Hence, it remains unclear if the trained video games. Hence, frequent training of skills within
young adults trained using these games will show similar cognitive the game itself should lead to improvements when the same skills
improvements. are used in the behavioral tasks. Note that this proposal contrasts
To date, there has been a paucity of studies that compared with far-transfer proposals that suggest training on one task will
transfer effects of different genres of games within the same study. improve performance on multiple tasks. Far transfer claims
Such a comparison of multiple genres is important because it is include enhanced attentional control and speeded learning of
possible that different game types will improve different aspects of new tasks after action video game training [25]. The near and far
cognition and perception. transfer proposals make different predictions. The former predicts
In most longitudinal studies involving action video games, that training on one cognitive task will only lead to improvements
researchers have compared a control group playing a non-action in a similar cognitive task, but the latter proposal predicts
video game (e.g., Tetris) to a treatment group playing an action improvements in several or all tasks.
video game [3,6]. These studies have generally shown more To test for these transfer effects, we included a wide range of
favorable transfer effects after playing action video games cognitive paradigms whose demands closely mimic the demands of
compared to a control non-action video game. While the benefits the video game training. This allowed us to determine the limits of
of action video games are not in question, the methods that have how cognitive abilities can be affected by video game playing.
been used in these previous studies may have favored action Thus, we included measures that have previously shown
games. Specifically, many action video game training studies have improvement after action video game training (i.e., cognitive
utilized transfer tasks that mimic the demands of action video control, apprehension of multiple objects and attentional blink) as
games, thus possibly maximizing transfer effects. These transfer well as two tasks that contain features similar to both action and
tasks are typically fast paced, with multiple objects to track and non-action video games used in the current study, but have not
require quick switches of attention from one target to the next. been tested in relation to action video game training (i.e., spatial
One commonly used task, the attentional blink task requires fast working memory and visual search).
recovery from detecting one target (T1) in preparation for When a visual search and spatial working memory task were
detecting a second target (T2). Cognitive abilities required in this administered concurrently, performance in both declined com-
task are highly practiced in an action video game, where failure to pared to performance on each task separately [26,27]. Hence, the
attend to a second target (e.g., enemies appearing in succession) inclusion of this dual task allows us to determine whether training
may result in losing points or even the game. Similarly, the in video games that place demands on either search skills or spatial
cognitive abilities required in a multiple object tracking transfer working memory separately reduces interference between the two
tasks. Finally, we included a task to assess verbal working memory
task are also frequently practiced in action video games where
span to determine if spatial working memory training can lead to
there are high demands to attend and respond to numerous items
far transfer effects from a visual to verbal modality.
simultaneously to progress in the game.
The apparent similarity between the demands in the training
Group compositions in cross-sectional studies of action video
games and the behavioral tasks used as pre- and post-measures
games may also have unfairly favored experienced action video
allowed us to make specific predictions regarding transfer effects.
game players. Specifically, in cross-sectional studies [3,4,10,12],
First, the action game makes strong demands on flexible, rapid
participants who reported casual playing of various genres of non-
and multiple target detection but at the same time requires
action video games have been grouped together with non-gamers
filtering out of distracting stimuli. Training should therefore
in a single control group when compared with experienced action
transfer to attentional blink, multiple object tracking and cognitive
video gamers. Drawing conclusions on the superiority of action
control respectively.
video games based on such selection criteria is problematic
In contrast to the action game where enemies are salient and
because the effects of playing non-action games may have been
require selective attention, the match-3 game demands tracking
masked by the inclusion of non-gamers. Grouping game players of
the location of multiple static items across a large area, effortful
different genres within the same control group poses another and deliberate searching for items that can be moved to make
problem. Since playing different genres of non-action video games matches, and strategic planning to produce cascades of matches.
may train different abilities, it is possible that the effects of different To find matches requires conjunctive search of both the item color
non-action games may cancel each other out. One way around and the pattern in which it is arranged. Although at the earliest
this problem would be to directly compare performances between levels, the number of possible matches is plentiful so a match can
experienced players of specific game genres in a single study, be found by searching a small area of the game display, as the
although we suspect this would be operationally difficult because levels progress, the number of possible matches decreases,
gamers tend not to play a single genre of game exclusively. requiring the player to examine a larger area to find a match.
We sought to extend previous findings of cognitive improve- There is little demand to filter out simple visual information such
ments seen in action video games by including a wider range of as color alone since matches may be made using any color at any
video game genres. That is, in addition to an action game, we location of the screen. Any filtering of information would be at a
purposefully chose games that differ in cognitive demands like higher level of pattern analysis. There is a demand to keep track of
visual matching and search (e.g., match-3 and hidden-object multiple, separate colored groups of objects so that possible areas
game) as well as games that specifically train spatial working where matches can occur are remembered. Thus, playing match-3
memory (e.g., memory matrix). We also included an agent-based should lead to improvements in visual search and the tracking of
life simulation game (The Sims) that did not initially appear to tracking of multiple static objects.
contain any of the aforementioned cognitive demands as a Third, the hidden-object game places demands upon visual
comparison. search and thus is expected to lead to improvement in search,

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Enhancing Cognition with Video Games

Figure 1. Attentional blink task. Sample of a single trial of the attentional blink task. T1 is the white letter G. In this trial, the ‘‘X’’ (T2) appeared in
Lag 2.
doi:10.1371/journal.pone.0058546.g001

allowing more resources to be used for a dual task of visual search Materials and Methods
and spatial working memory. However, it does not demand fast
tracking of multiple objects and thus should not improve Ethics Statement
attentional blink, cognitive control, and multiple-object tracking. The study was approved and conducted in compliance with the
Fourth, the demands in memory matrix game are specific since guidelines set out by the Nanyang Technological University
only spatial working memory is trained. Although there are some Institutional Review Board (IRB; approval code: 11/02/30).
memory demands in action video games to keep track of multiple
items, they contain many other demands. It is thus possible that Participants
transfer will be more effective in the memory-matrix game since it Participants were recruited via an online portal targeted at
has no competing demands and therefore offers the most training undergraduates at Nanyang Technological University (NTU). 75
in spatial memory compared to other games. In addition, (28 males; Mage = 21.07, SD = 2.12) participants completed the
assuming far transfer, we predict the memory matrix game is study for course credits and S$50. Five participants dropped out
most likely to lead to improvements in verbal working memory. during the study. Participants were randomly assigned to each
This assumes that the memory matrix task trains general memory training group as follows: hidden-object (n = 15), memory matrix
processes that are not modality specific. (n = 14), match-3 (n = 14), action (n = 16) and The Sims (n = 16).
Finally, for the agent-based life simulation game, we do not All participants were not regular video game players based on self-
expect improvements in any behavioral tasks in this study since it report (defined as less than 1 hour of video game play per week in
does not appear to have similar demands to the behavioral tasks. the preceding year). Written informed consent was sought from all
Although it does have some memory demands to keep track of the participants prior to participation.
goals of each agent, there is no incentive or need to do so as goals
and objectives are available on demand in the game menu.

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Enhancing Cognition with Video Games

Experimental Paradigms Visual search/spatial memory. This task was adapted


All the experimental tasks were displayed using E-Prime 2.0 from Woodman and Luck [27]. The task included three measures
(Release candidate: 2.08.90; Psychology Software Tools, Inc, – a visual search task, a spatial working task as well as a dual task
Pittsburgh, PA, www.pstnet.com). The experimental stimuli were of visual search and spatial working memory. For the visual search
presented to participants via a 19-inch LCD monitor from a task performed alone, participants saw a search array of 4, 8 or 12
distance of approximately 60 cm. Participants responded to squares (set sizes) each with a gap on one side of each square. On
experimental stimuli via a standard computer keyboard. each trial, only one square was a target while the rest were
Attentional blink. As per previous studies [3,11], the distractors. Targets had a gap on either the top or bottom of the
attentional blink task was used as a proxy for measuring the square. Distractors had gaps on the right or left sides. Participants
temporal dynamics of visual attention. In each trial, participants were instructed to respond as quickly and accurately as possible
saw a series of black letters presented sequentially in a central with a key press when they spotted a target. Each target was
location on a grey background. Between the 7th and 15th letter mapped to a different response key. The positions of the squares
presented, a white letter (B, G or S) appeared. Each letter was depended upon the set size. For set size 4, the squares occupied the
presented for 15 ms with an 85 ms inter-stimulus interval (ISI). top right corner of the screen followed by four additional squares
Participants were instructed to monitor the stream of letters per corner in a clockwise fashion for set sizes 8 and 12 respectively.
presented in each trial and identify the white letter (T1). As per the original task [27], the presentation time for the array
Additionally, they were instructed to decide whether a letter was for 4000 ms followed by a 1000 ms ISI. There were 12 trials
‘‘X’’ (T2) was present in the stream of letters after T1. T2 for each set size for a total of 36 trials for the search alone
appeared immediately after T1 (Lag 1), up to 7 letters after T1 condition. Participants practiced on the task for 6 trials prior to
(Lag 8) or not at all (see figure 1). T2 did not appear in 50% of the starting the experiment.
trials. Participants practiced the task for 12 trials followed by 128 For the spatial working memory task, participants were shown a
test trials presented in random order. At the end of each trial, central fixation and two squares appeared sequentially, one at a
participants were instructed to indicate the target letter (T1) shown time at different locations. The presentation time for each stimulus
as well as whether they detected T2. was 500 ms with an ISI (blank screen) of 500 ms. Next, a blank
Previous studies have shown that observers often failed to detect screen was displayed during a 5000 ms retention interval. Then a
a highly salient T2 appearing approximately 200–500 ms (Lags 2– test array appeared consisting of a central fixation cross
4) after T1 was detected. This phenomenon is known as surrounded by two squares. Participants were given up to
attentional blink [28]. 2000 ms to indicate using a button press whether the location of
The DV of interest here is the accuracy of detecting T2 after T1 the squares matched the locations of the two squares shown
was correctly identified. Correct T2 detections were not included previously. Half the trials included squares in the matching
when T1 was not correctly identified. In particular, we focused on locations. Participants were instructed to focus on accuracy instead
Lags 2, 3 and 4 given that these lags were susceptible to the of speed. There was a 1000 ms inter-trial interval. In the memory-
attentional blink effect. alone condition, participants practiced 6 trials before 36 experi-
Filter task. Participants were presented with an array of mental trials.
targets (red rectangles) and distractors (blue rectangles) in different For the dual-task condition, participants were instructed to
orientations against a white background. Targets and distractors perform both tasks concurrently. First, two squares were displayed
appeared in 10 different conditions of different quantities. These sequentially for 500 ms each (separated by a 500 ms ISI). During
conditions varied from 2 to 8 targets as well as 2 to 6 distractors the retention interval, the participants performed the search task
with the constraint of a maximum of 8 items in each array. Each described above with 4, 8, or 12 squares with gaps. Next, they
array was displayed for 100 ms followed by a retention interval of were shown the array with a central fixation and two squares as
900 ms during which a fixation cross was displayed. In the described above for the spatial working memory task. There were
subsequent display, one of the targets changed orientation in 50% 72 trials for the dual-task condition randomly presented for each
of the trials. Participants responded by pressing one of two keys to visual search set size (see figure 3).
indicate an orientation change or not. Participants performed 10 Complex span. This task is the same described in Barrouillet,
practice trials followed by 200 test trials. Benardin and Camos [31]. Participants were requested to recall
This task was similar to that used in Ophir, Nass and Wagner one to six sequentially presented letters while performing an
[29] adapted originally from Vogel, McCollough and Machizawa arithmetic task. Every trial contained a series of letters presented
[30]. The difference between the current and previous studies was sequentially and interspersed first by a base number in blue (e.g., 5)
that stimuli were not manipulated so that they would appear in and subsequent sign-operand pairs (e.g., +2) in black. There was a
different hemifields and thus no hemifield cue was needed. minimum of one sign-operand pair and a maximum of three. The
We focused on two conditions in particular: the ability to filter task followed a predetermined order of an increasing quantity of
out multiple distractors (2 target 6 distractor condition; figure 2a) letters to be recalled. Within this order, the number of sign-
and the ability to detect changes amidst a high number of targets operands pairs between each letter presented increased from one
(8 targets 0 distractor condition; figure 2b). For the 2 target 6 to three. A red sign-operand pair signified the end of an operation.
distractor condition, we made the assumption that due to the high Participants were asked to remember each letter and to compute
number of distractors to filter out, it measured cognitive control. numerical operations simultaneously. At the end of each trial,
The ability to filter out distractors can vary between individuals participants were instructed to enter an answer for the results of
[30]. Conversely, in the latter 8 target 0 distractor condition, the last operation together with the letters they remembered in
cognitive control to filter out distractors should not have been order (see figure 4 for an example of a trial). The total number of
involved due to the absence of distractors. However, owing to the trials was 18 based on one to six letters to be remembered in order
high number of targets, and the requirement to allocate attention and one to three operations to be performed at each letter load.
towards multiple items simultaneously, this condition demanded To limit the stress and difficulty of the operations, the sign-operant
multiple-object tracking. pairs were limited to either +/21 or 2.

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Enhancing Cognition with Video Games

Figure 2a and b. Filter task. Samples from the 2 targets 6 distractors (2a) and 8 targets 0 distractors conditions (2b). Both samples include
changed orientation of a single target.
doi:10.1371/journal.pone.0058546.g002

Although we asked participants to key in the final operation, the objects in a complex visual scene. The hidden objects are often
response was analyzed only to confirm that the participants were camouflaged among other objects to reduce saliency and prevent
following directions correctly. To ensure that participants were pop-out effects. Players were instructed to touch the object on the
following instructions to perform the operations, participants that screen when they located it. Finding objects advanced the game’s
did not achieve at least 70% accuracy for the final operation for storyline.
either the pre or post-training task were excluded from the Memory matrix 1.0 (Tvishi Technologies). For this game,
analyses (see results section). players were shown a 363 matrix in which tiles lit up in sequence.
One point was awarded for each letter correctly recalled in each Players were then instructed to reproduce the sequence by
trial. Hence, the DV was the total of all correctly recalled letters touching the location of each tile sequentially in the matrix.
across all trials. Correct reproduction of the sequence increased the sequence
length and matrix size. Conversely, failure to reproduce the
Training Games sequence correctly resulted in decreased sequence length and
All participants utilized their personal iPhone or iPod Touch matrix size. Hence, difficulty level was adjusted based on the
(Apple Inc) to play the games assigned to them. Interaction with player’s performance.
the game was done using a touch-screen measured at 3.5 inches Match-3 (Bejewelled 2; PopCap Games). For this game,
diagonally. Participants downloaded their assigned game onto participants were presented with different shapes (e.g, polygons,
their mobile devices via the iTunes App store (Apple Inc). diamonds, squares, triangles and circles) of different colors in an
Participants were instructed to play the games for an hour per day 868 matrix. They were instructed to line up at least three similar
for 5 days each week. They were given the option to split up the colors either horizontally or diagonally by switching the positions
hour into two half-hour playing sessions. The total duration of of adjacent squares. Players earned bonus points if they achieved a
training was 4 weeks (20 hours in total). To keep track of their cascade of matches or more than a 3-item match.
game playing, participants were instructed to input their daily Action game - Modern Combat: Sandstorm
playing time in an online database. Based on participants’ input, (GameloftH). Similar to previous studies [3,4,10], the action
all adhered to the gameplay duration as instructed. video game was a first-person shooter. In this game, players
Hidden-object game (Hidden Expedition-Everest; Big controlled an in-game avatar as part of a special operations team
Fish Games). The objective of this game is to find hidden in a war zone. The objective was to navigate in hostile enemy

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Enhancing Cognition with Video Games

Figure 3. Visual search/spatial working memory task. Sample trial for dual task condition. Note that figure is in reverse contrast.
doi:10.1371/journal.pone.0058546.g003

territory and to achieve predetermined objectives such as tasks. The post-training sessions were conducted in the same order
deactivating enemy equipment. Throughout the game, multiple with the exception of a debriefing at the end of the study.
enemies would appear in quick succession to engage the player.
Therefore, to ensure survival in the game, players had to shoot at Results
enemies as they appeared. Players controlled the game via virtual
joysticks on screen and fired their weapons by touching a Attentional Blink
designated area on the screen. Since a goal of the study was to determine whether video game
Agent-based life simulation game - The sims 3 (Electronic training can reduce attentional blink, we limited our analysis of T2
Arts). In this game, players controlled an in-game avatar to detection accuracy only to lags affected by attentional blink (lags
accomplish tasks that mimicked real-life activities. These included 2–4). A 2(time: pre and post training)63 (AB lags)65 (training
making friends, finding a job, sleeping, bathing, etc. The players groups) ANOVA was conducted to determine if training resulted
were allowed to follow or ignore in-game objectives. Accomplish- in improvements for any of these lags. There was a significant
ing in-game objectives required no pre-determined order. main effect of time, Wilks l = .74, F(1, 69) = 23.69, p,.001,
indicating that participants improved from pretest to posttest. This
General Procedure was however qualified by a training group6time interaction, Wilks
l = .80, F(4, 69) = 4.46, p = 003. Interactions between lag and
Participants performed all the tasks in a computer lab. The
time, lag and training group as well as lag, time and training group
maximum number of participants tested in a single session was
were non-significant (all ps ..23). Similarly, between subject
seven. Participants were first briefed about the requirements of the
effects were not statistically significant, F(4,69) = .79, p = .539.
study. No information pertaining to their assigned training games
To determine which groups benefited from training, separate
were given during this briefing.
ANOVAs and follow-up paired t-tests were computed for each
Following the briefing, participants performed all computerized
training group following a main effect or interaction. There was a
tasks in a randomized order. The time taken to complete all
significant main effect of time for the action game group, F(1,
experimental tasks was approximately 1.5 hours. After completing 15) = 35.80, MSE = .07, p,.001. Time6Lag interaction failed to
the tasks, participants were instructed to download their assigned reach statistical significance, F(2, 30) = .1.95, MSE = .02, p = .159.
game and play that game for the prescribed duration. After the Follow-up paired t-test conducted on the action game group
training phase, they returned for the same set of computerized indicated that the improvements in accuracies for lag 2
[t(15) = 25.80, p,.001, d = 22.19], lag 3 [t(15) = 25.42, p,.001,

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Enhancing Cognition with Video Games

Figure 4. Complex span task. Sample trial for a complex span task with a two-letter load and two operations. Participants were asked to recall all
the letters in order while performing the operations. In this case, one operation would be ‘‘5+221 = 6’’ and the last operation would be ‘‘6+122 = 5’’.
Hence, the correct answer in this trial is GC5.
doi:10.1371/journal.pone.0058546.g004

d = 22.26], and lag 4 [t(15) = 23.55, p = .003, d = 21.53] were A 2(time)62(filter task conditions)65(training groups) mixed
statistically significant (see figure 5a). Furthermore, unlike the ANOVA was conducted to determine if video game training
other groups, the action video game group no longer showed an improved performance in either filter task conditions. The analysis
attentional blink since they were at equivalent levels of accuracy showed a main effect of time, Wilks l = .92, F(1, 70) = 6.23,
for all lags (all pairwise comparisons for lags 1–7 were not p = .015, indicating that participants’ performance changed from
statistically significant, corrected for multiple comparisons; see pre to post training. However, this was qualified by a significant
figure 5b). Repeated measures ANOVA for all other training time6training group interaction, Wilks l = .88, F(4, 70) = 2.51,
groups failed to achieve a significant main effect of time or p = 05. There was also a main effect of condition, Wilks l = .22,
time6lag interaction (all ps ..15). F(1,70) = 546.243, p,.001 and a three-way time6condition6
training group interaction, Wilks l = .86, F(4, 70) = 2.80,
Multiple Object Tracking and Cognitive Control p = .032. All other interactions were not statistically significant.
The dependent variables (DV) in the filter task were calculated Likewise, between subject effect were not statistically significant,
as a sensitivity index, d’ [32] for the two conditions of interest (2 F(4, 70) = .95, p = .439.
target 6 distractor for cognitive control and 8 target 0 distractor To follow-up the significant interactions, we conducted separate
condition for multiple object tracking). Hit and false alarm rates of 2(time) 62(condition) repeated measures ANOVA for each
0 or 1 were adjusted using the convention adopted in Stanislaw training group. For the hidden-object group, the main effect of
and Todorov [33]. time failed to achieve statistical significance, Wilks l = .97, F(1,
14) = .38, p = .546. However, there was a main effect of condition,

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Enhancing Cognition with Video Games

Figure 5a and 5b. Attentional blink performance. (A) Depicts changes in T2 detection accuracy from pre to post training for each training
group. (B) T2 detection accuracy during post training for each training group. Asterisks represent statistically significant pre to post-training
improvements. Error bars denote 95% confidence interval (CI) [51].
doi:10.1371/journal.pone.0058546.g005

Wilks l = .22, F(1, 14) = 51.24, p,.001 and a significant time6 interactions of time6condition6training group, Wilks l = .85, F(4,
condition interaction, Wilks l = .70, F(1, 14) = 5.93, p = .029. 68) = 2.92, p = .027. Between subject effects were not statistically
For the memory-matrix group, there was a main effect of significant, F(4, 68) = .53, p = .717.
condition, Wilks l = .11, F(1, 13) = 103.20, p,.001. However, Separate mixed-ANOVAs were analyzed for each training
main effect of time and interaction between time and condition group to determine whether each group improved from pre to
failed to reach statistical significance (both ps ..20). post-training. With the exception of a significant time main effect,
For the match-3 group, there was a significant condition main Wilks l = .61, F(1, 13) = 8.42, p = .012 and time6condition
effect, Wilks l = .20, F(1, 13) = 52.06, p,.001. But this was interaction, Wilks l = .67, F(1, 13) = 6.40, p = .025 in the match-
qualified by a time6condition interaction, Wilks l = .70, F(1, 3 group, all main effects of time, time6condition, time6set size as
13) = 5.65, p = .033. Conversely, time main effect failed to achieve well as 3-way interactions were not statistically significant for all
significance, Wilks l = .97, F(1, 13) = .47, p = .50. other training groups. Follow-up paired samples t-tests for the
The analyses for the action game group revealed significant match-3 group were conducted. The t-tests revealed that the
time, Wilks l = .38, F(1, 15) = 24.58, p,.001 and condition, Wilks improvement from pre to post training in the dual task condition
l = .38, F(1, 15) = 24.63, p,.001, main effects with no significant for the match-3 training group was significant for set-size 4
interactions between the two, Wilks l = .88, F(1, 15) = 2.02, [t(13) = 22.43, p = .03, d = 21.32], set size 8 [t(13) = 22.81,
p = .176. p = .015, d = 22.4] and set size 12 [t(13) = 22.80, p = .015,
Finally, for The Sims group, only condition yielded a significant d = 21.35; see figure 7]. Improvements for single task conditions
main effect, Wilks l = .21, F(1, 15) = 6.23, p,.001, with time main were not statistically significant.
effect and time6condition interaction failing to reach statistical
significance (both ps ..64). Visual Search RT
Separate paired t-tests were conducted for each group that We also conducted a 2(time) 65(training groups) 62(condition:
showed a significant time main effect or time6condition interac- single vs dual task) 63 (set size) mixed ANOVA determine if there
tions to evaluate if performance changed from pre to post-training were any differences in improvement in accuracy for the visual
in the 2 target 6 distractor and 8 target 0 distractor conditions. search task for RT. Overall, there were significant main effects of
Only the action group showed a statistically significant improve- time, Wilks l = .75, F(1, 68) = 22.94, p,.001, condition, Wilks
ment on the 2 target 6 distractor [t(15) = 24.11, p = .001, l = .32, F(1, 68) = 141.63, p,.001 and set size, Wilks l = .05, F(2,
d = 21.71] and the 8 target 0 distractor conditions 67) = 703.39, p,.001. Between subject effects were not statistically
[t(15) = 22.78, p = .014, d = 21.02] (see figure 6a and 6b). significant, F(4, 68) = .76, p = .557. These results were qualified by
significant interactions of time6condition, Wilks l = .94, F(1,
Visual Search Accuracy 68) = 4.70, p = .034, and condition6set size, Wilks l = .84, F(2,
For the visual search task, RT for correct detections and 67) = 6.49, p = .003. All other interactions failed to reach statistical
accuracy rates were the DVs. A 2(time) 65(training groups) significance. Separate ANOVAs were analyzed for each training
62(condition: single vs dual task) 63 (set size) mixed ANOVA was group to determine whether there were any pre-post training
conducted to determine if there were any differences in reductions in RT. For the hidden-object group, there were
improvement in accuracy for the visual search task. Overall, there significant main effects of time, Wilks l = .36, F(1, 14) = 24.41,
were significant main effects of time, Wilks l = .83, F(1, p,.001 as well as an interaction between time and condition,
68) = 14.21, p,.001, condition, Wilks l = .86, F(1, 68) = 11.23, Wilks l = .45, F(1, 14) = 17.33, p = .001. Significant time main
p = .001 and set size, Wilks l = .85, F(2, 67) = 6.176, p = .003. effects were also seen in the memory matrix group, Wilks l = .36,
These results were qualified by significant interactions of time6 F(1, 13) = 22.97, p,.001, but there were no significant interac-
condition, Wilks l = .85, F(1, 68) = 11.69, p = .001, time6set size, tions. There was also a significant main effect of time for the
Wilks l = .91, F(2, 67) = 3.45, p = .038, as well as three way match-3 group, Wilks l = .53, F(1, 13) = 11.70, p = .005 as well as

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Enhancing Cognition with Video Games

Figure 6a and b. Filter task performance. (A) Depicts pre and post-training performance for each training group in 2 target 6 distractor
condition for cognitive control. (B) Depicts pre and post-training performance for each training group in the 8 target 0 distractor condition for
multiple-object tracking. Asterisks represent statistically significant pre to post-training improvements. Error bars denote 95% CI.
doi:10.1371/journal.pone.0058546.g006

significant time6condition6set size interaction, Wilks l = .41, F(2, a significant reduction in RT for all set sizes in both single and
12) = 8.73, p = .005. All other main effects or interactions with time dual task conditions [search-only condition of set size 4,
were not significant. t(14) = 3.95, p = .001, d = 1.54, set size 8, t(14) = 2.50, p = .025,
Paired t-tests were conducted on the hidden-object, memory d = 0.91 and set size 12, t(14) = 2.33, p = .035, d = 0.85; dual-task
matrix, and match-3 groups to examine pre to post training condition of set size 4, t(14) = 6.38, p,.001, d = 2.49; set size 8,
improvements in search time. The hidden-object game group had

Figure 7. Visual search accuracy. Visual search accuracy from pre to post training for match-3 group. Asterisks represent statistically significant
pre to post-training improvements. Error bars denote 95% CI.
doi:10.1371/journal.pone.0058546.g007

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Enhancing Cognition with Video Games

t(14) = 4.92, p = .001, d = 1.81; set size 12, t(14) = 4.40, p = .001, 0 = memory alone; 1–3 = dual task conditions) ANOVA. The
d = 1.91]. results of the ANOVA indicated a significant main effect of time,
The memory matrix training group had a reduction in RT in set Wilks l = .75, F(1,69) = 23.27, p,.001. There was also a main
size 4 [t(13) = 2.38, p = .034, d = 1.23] and set size 8 [t(13) = 3.19, effect of set-size, Wilks l = .39, F(3,67) = 35.20, p,.001. These
p = .007, d = 1.21], for the search-only conditions. There was a main effects were qualified by a significant time6set size
significant reduction in RT for all set sizes in the dual task interaction, Wilks l = .78, F(3,67) = 6.38, p = .001. All other
condition [set size 4, t(13) = 2.78, p = .016, d = 1.16; set size 8, interactions failed to achieve statistical significance (all
t(13) = 4.00, p = .002, d = 1.67 and set size 12, t(13) = 2.64, p = .02, ps = ..30). The between-subject training group effect was also
d = 1.09]. not statistically significant, F(1,4) = .69, p = .601.
For the match-3 training group, there were significant RT Separate 2(time) 64(Set size) ANOVAs were analyzed for each
improvements seen in search-only set size 8 [t(13) = 3.16, p = .008, training group to determine whether there were any pre-post
d = 1.21], and set size 12 [t(13) = 2.71, p = .018, d = 1.02]. For the training improvements in accuracy for the spatial memory task.
dual-task condition, there was a reduction in RT for set size 4 For the hidden-object group, there was a significant time main
[t(13) = 3.04, p = .009, d = 1.34] (see figure 8). effect, Wilks l = .72, F(1,14) = 5.34, p = .037 as well as a significant
time6set size interaction, Wilks l = .33, F(3,12) = 8.11, p = .003.
Spatial Memory Task Accuracy Separate paired t-tests indicated that the hidden-object group
For the sake of simplicity, rather than include task condition improved in the dual-task condition, set sizes 8 [t(14) = 23.13,
(single vs dual task), we coded the memory alone condition as set- p = .007, d = 21.19] as well as set size 12 [t(14) = 23.29, p = .005,
size 0 in our analysis, thus eliminating one factor. The resulting d = 21.21] (see figure 9a).
analysis was a mixed 2(time) 65(training groups) 64 (set sizes

Figure 8. Visual search RT. Pre and post training search RT for hidden-object (A), memory matrix (B) and match-3 (C) groups. Asterisks represent
statistically significant pre to post-training improvements. Error bars denote 95% CI.
doi:10.1371/journal.pone.0058546.g008

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Figure 9. Spatial working memory accuracy. Spatial working memory performance from pre to post training for hidden-object (A) and memory
matrix (B) groups. Asterisk represent statistically significant pre to post-training improvements. Error bars denote 95% CI.
doi:10.1371/journal.pone.0058546.g009

For the memory matrix training group, there was a significant number of comparisons made (.05/5 = .01). The paired t-tests
main effect of time, Wilks l = .64, F(1,13) = 7.22, p = .019 but a revealed that the match-3 [t(9) = -3.36, p = .008, d = 21.51] and
non-significant time6set size interaction, Wilks l = .66, F(3, action groups [t(11) = 23.24, p = .008, d = 21.78] improved
11) = 1.93, p = .183. Planned paired t-tests indicated that only significantly, while the improvement for The Sims group
dual-task spatial memory accuracy set-size 8 had a significant [t(10) = -2.63, p = .025, d = 21.13] was marginally non-significant
improvement [t(13) = 22.28, p = .04, d = -.90] while dual task set after the Bonferroni adjustments (see figure 10). All other paired t-
size 12 was marginally non-significant [t(13) = 21.91, p = .078, test revealed no significant improvements in span performance for
d = .79] (see figure 9b). All other main effects and interactions for the memory matrix group and the hidden-object groups (all ps
other training groups not mentioned here failed to achieve $.74).
statistical significance. Note that we also analyzed the results without excluding the 20
participants that did not make the cut-off because they did not
Complex Span achieve the 70% criterion for the arithmetic operations. The
To ensure that the participants gave adequate attention to both significant results when including the 20 participants were
arithmetic and verbal memory tasks, we limited the analysis to equivalent.
only participants that achieved 70% accuracy for the final
operations. In all, we excluded 20 participants from subsequent Discussion
analyses who did not make this cut-off. Four participants each One aim of this study was to determine whether playing non-
from the hidden-object, match-3 and action game groups were action video games enhanced cognitive performance. We
excluded while three and five participants were excluded from the confirmed that cognitive improvements following video game
memory matrix and The Sims groups respectively. The average playing were not limited to action video games alone. The
percent correct for the last operations for each of the remaining hypothesis that transfer would take place when game demands
groups for pre and post-training was at least 85%. closely matched behavioral task demands was also confirmed.
As each letter load consists of one to three operations, a Additionally, we demonstrated that video game-related enhance-
repeated-measures ANOVA at each level of the time factor ments to cognition occurred despite using mobile devices for
compared the scores of the three operations to determine if training, which had much smaller screen sizes than desktop or
performance differed. The results indicated that performance did laptop computer screens. We will discuss performance on each
not differ across the three operations for pre-training, F(2, task separately before examining the improvements from a larger
108) = .17, MSE = 14.33, p = .85 and post-training, F(2, vista.
108) = .15, MSE = 13.89, p = .86. As a result, we combined the
scores obtained from each of the operations for each letter load in Attentional Blink
our subsequent analyses. Only the action game group showed post-training improvement
The dependent variable is the total score calculated from all 18 in detecting T2 during the period normally affected by attentional
trials. We first conducted a 2(time) 65(training group) mixed blink. These results supported the hypothesis that transfer is likely
ANOVA to test for performance changes and if changes differed when the game and task share common elements or demands, and
between groups. The analysis showed a significant time main corroborated previous work showing that action video game
effect, Wilks l = 81, F(1, 50) = 11.94, p = .001. However, this was training can improve recovery from attentional blink [3,11]. In
qualified by a time6training group interaction, Wilks l = .75, F(4, fact, playing the action game appeared to eliminate the attentional
50) = 4.21, p = .005. Between subject effects were not significant, blink effect altogether, at least within the limits of how it was
F(4, 50) = 1.08, p = .376. measured in the current study The complete elimination of the
To follow up the significant interaction, we conducted paired t- attentional blink is surprising since the training regime used in this
tests to determine if each training group improved performance study was not better controlled nor was it a more intensive training
from pre to post-training. However, a-level for statistical regimen than previous studies. On the contrary, compared to
significance was adjusted using Bonferroni corrections for the previous studies [3,6] the current study was designed to allow more

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Enhancing Cognition with Video Games

Figure 10. Complex verbal span performance. Complex verbal span performance from pre to post training. Asterisks represent statistically
significant pre to post training improvements (a #.01). Error bars denote 95% CI. Note that The Sims group was marginally non-significant after
Bonferroni correction of a –level.
doi:10.1371/journal.pone.0058546.g010

freedom to participants to play games in their own time at the that the behavioral task used a screen a magnitude larger than the
location of their choosing. Hence, it is unclear whether complete training indicates that the training improved performance in parts
elimination of attentional blink could be expected in future studies of the visual field that had not been explicitly trained. This finding
using an identical paradigm. Nevertheless, the results of action corroborates earlier work that showed that useful field of view was
game training-related reductions in attentional blink are consistent improved by action gaming that extended to the regions in the
with previous investigations [3,11]. periphery that were not trained in typical action game play [3].
How might playing an action video game improve attentional What are some possible mechanisms for improvements in
capacity so that temporally close targets can be detected without a multiple-object tracking? In the action video game used for
reduction in accuracy? One possible mechanism is an improve- training in this study, players had to keep track of and respond
ment in the speed and control of switching attention between quickly to multiple objects in their focus of attention (e.g., multiple
targets [34,35]. Note that the need to switch attention rapidly enemies, goals, paths, items to be retrieved). Hence, as a result of
amongst targets is a highly practiced skill in an action game regular action game play, it is plausible that the participants
because the player must frequently respond to enemies that appear became more efficient in their ability to track multiple fast moving
in quick succession. In contrast, the other training games do not objects in parallel, an ability that transferred to tracking static
demand such rapid switches of attention. Thus, this frequent objects in the transfer task.
practice and the increasing demand to switch between temporally In contrast, there was no transfer from the match-3 game
close stimuli as the action video game progresses may have players possibly because match-3 differed from the action game in
resulted in a reduction of the attentional blink effect via an two important ways. First, for match-3, the number of objects to
improvement in attention switching. This suggestion is further track did not progressively increase. There were always 64 objects
supported by results showing that experienced action video gamers on view. Although there was an increasing speed pressure as the
and those trained in action video games were better able to rapidly game progressed, the number of items to track remained constant.
switch between stimuli compared to controls [16,17]. Second, the objects only changed position due to the player’s
actions, and were predictable and mostly static. Thus, the lack of
Multiple-object Tracking transfer compared to the action video game may be due to the fact
Matching the near transfer hypothesis of common elements that only tracking moving objects was demanding enough to lead
between the game and task, the action game group improved in to increased capacity, or that there was no progressive increase
multiple-object tracking. This finding is consistent with previous allowing players to master tracking at an easier level before
work that showed regular action game players and those trained moving on to a more difficult level. Further experiments are
using action games apprehended more multiple objects simulta- necessary to decide between these possibilities.
neously compared to non-gamers or those trained using non- The memory matrix group also did not show any improvement
action video games [3,9,10,11]. in keeping track of multiple objects. This is somewhat surprising
The training regime in the current study used a much smaller since on the surface, memory matrix should match well with the
touch-screen as a display compared to previous studies. The fact multiple-object tracking task. The number of items to remember is

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Enhancing Cognition with Video Games

progressively increased as the participant improves in the memory demands increased whereas in action gamers, these regions were
game. However, the training was different from the behavioral minimally activated. These results implied that action gamers
task in that a) it required memory for a sequence of items each might have automated the allocation of top-down attention so that
individually, rather than the necessity to keep track of multiple it required much less effort than non-action video game players
objects simultaneously; b) it is repetitive without any changes to the [39]. Taken together, these investigations indicated a causal
presentation and context of the stimuli. Hence it is possible that relationship between playing action video games and the ability to
the repetitiveness of the game led to specificity in learning that suppress task-irrelevant distractors.
made improvement only possible within the game itself or an Although improvements in top-down directed distractor sup-
extremely similar task to the game [36]. In addition, the pression after playing action games appeared to be a far transfer
participants may have developed strategies that work for encoding effect since on the surface the task and game did not resemble each
each item individually, but not for encoding multiple items quickly other, we argue that the transfer occurred because there were
as demanded by the behavioral task. These explanations are common underlying demands between the game and the
speculative and will require further examination. behavioral task. Specifically, the ability to suppress task-unrelated
distractors is crucial in a stimuli-rich visual environment within an
Cognitive Control action video game. To perform successfully within the game, the
Our results indicate that only training by playing an action player must apply top-down control to filter out large amounts of
video game improved cognitive control for filtering out task- irrelevant stimuli and focus on multiple targets on the screen.
irrelevant stimuli. This corroborated previous finding of improve- Failure to filter out distractors may result in an inability to progress
ments in visual selective attention as a result of action video game within the game. Hence, the common elements hypothesis
play using different experimental paradigms to measure cognitive suggesting a limited transfer effect remains valid to explain the
control [3,12,13]. action game related transfer effects on cognitive control, specif-
Recent research suggests probable mechanisms for the superior ically on the ability to inhibit distractors. We suggest that these
performance in visual selective attention as a result of action game common elements are at a cognitive stage of processing rather
play. It has been shown that action video gamers were less prone than a perceptual or motor stage. Thus, it is expected that the
to distraction by task-irrelevant stimuli than non-gamers [12]. Two enhancements in performance will transfer to many tasks that vary
possible explanations were proposed for these results. One is that widely on perceptual and response demands as long as they retain
action video game players have enhanced top-down control and the same underlying cognitive demands.
thus they were better able to filter out distractors. Alternatively,
action video gamers could be better able to recover from Visual Search and Spatial Working Memory
attentional capture compared to their non-gaming counterparts Previous research showed that performing a visual search task
[12]. A recent study supported the former assertion that action concurrently with a spatial working memory task adversely
video game players were less susceptible to attentional capture. impacted performance in both tasks compared to performing
Specifically, using an eye-tracker, it has been demonstrated that each task separately [26,27]. We replicated these findings by
regular action video game players had significantly lower showing reduced accuracy for the spatial working memory task
proportions of initial saccades to an abrupt onset stimuli compared and increased RT for visual search as participants performed the
to their non-action gaming counterparts [13]. dual task compared to performing each task separately. This may
A recent electrophysiological study provided evidence for the reflect dual-task interference within a limited-capacity mechanism
neural mechanisms for the superiority of top-down control in such as visuospatial attention [40], visual working memory [41,42]
action video gamers. Using steady-state evoked potentials or a system representing spatial locations [27] that is shared
(SSVEPs), action video gamers showed increased suppression of between search and detection of location change in the spatial
SSVEP amplitudes to unattended peripheral stimuli compared to working memory task.
non-gamers. Furthermore, suppression was associated with faster In the current study, hidden-object and memory matrix training
speed and greater accuracy for target detection in the action significantly improved both visual search and spatial working
gamers. Additionally, action gamers showed larger amplitude of memory while match-3 training improved visual search, support-
the P300 component in event-related potentials (ERP) compared ing our earlier predictions. For the hidden-object game training,
to non-gamers for attended targets [37]. The P300 amplitude is although we did not find a significant improvement in search
related to detection of a stimulus and the decision process related accuracy in any of the set-sizes, search performance was enhanced
to it [38]. These findings coupled with greater suppression of as shown by significant search time improvement. As accuracy was
SSVEP amplitudes to peripheral non-targets therefore indicated very high (at least 90%) in all but the dual task set size 12
that not only were action video game players better able to condition, it is plausible that a ceiling effect limited the possibility
suppress distractors, they were also better at target detection. The of finding of an improvement.
fact that action game players in the current study improved both The search time improvement in the hidden-object game group
the abilities to detect multiple targets and filter out irrelevant was unexpected because the game did not require speeded search.
targets corroborated this study. Yet, training resulted in improved search efficiency. It is important
Additional evidence of neural mechanisms showing greater to note that the search for targets in the hidden-object game was
attentional control for filtering of distractors in action gamers was arguably more difficult than the visual search behavioral task as
also recently demonstrated using fMRI. In a visual search task, the items-to-be-found in the game were not predictable and the
moving distractors led to less BOLD activity in motion sensitive visual scene was far more complex and varied. Furthermore, the
regions (MT/MST) relative to non-action gamers [39]. This hidden objects were often camouflaged within the colored
suggested that action video gamers were more efficient at background unlike the visual search task. Hence, frequent search
suppressing the processing of task-irrelevant stimuli. Additionally, for varied and novel targets in the hidden-object game may have
in non-gamers, frontal-parietal areas, which included the superior led to improved efficiency in top-down biasing of search [43].
frontal sulcus as well as intraparietal sulcus and dorsal anterior Training in the hidden-object game led to improved spatial
cingulate gyrus showed increased activations when attentional working memory accuracy. Crucially, the improvements were seen

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Enhancing Cognition with Video Games

only in the dual-task conditions, although the lack of improve- crucial for performing complex span tasks. Unlike simple working
ments in the single task condition may have been due to a ceiling memory span tasks that emphasize only storage and retrieval,
effect. Nevertheless, taken together with improvements in search complex span tasks are dual-tasks that recruit additional cognitive
efficiency, these results suggest that the hidden-object training led processes, such as executive control of attention to allow for
to improved search so that additional cognitive resources in the efficient switching between tasks and to increase focus on current
aforementioned hypothesized limited-capacity mechanism were tasks in the presence of distractors [46,47]. Previous neuroimaging
available to perform the spatial working memory task. research indicated that performance in complex span tasks such as
As expected, the memory matrix group also showed improve- the one used here actively recruited the left dorsolateral prefrontal
ments in the spatial working memory task. Specifically, while cortex, an area linked with executive processes, but not when
memory matrix training did not improve accuracy rate for every either the span or arithmetic tasks were performed in isolation
condition in the spatial working memory task, there were accuracy [48]. Hence, these two games may have both frequently recruited
improvements for the dual-task set size 8 condition. Additionally, and trained higher-order executive function, including task
for the visual search task, the memory matrix group decreased switching and strategic planning. First, for the action game,
search times for search-only set-sizes 4 and 8. Importantly, there players switched between concurrent tasks like engaging sudden
were also significant reductions in RT for all set-sizes in the dual onset enemies while accomplishing several mini-objectives within
task condition when both visual search and spatial working the game, which in turn required holding the objectives in working
memory were required. memory. Similarly, performance on the match-3 game also
How would memory matrix training improve spatial working required keeping track of matching items in working memory
memory and visual search? One fundamental difference between while formulating movement plans. These plans may occur several
the memory matrix game and the other games in this study is the moves in advance. Hence, training using these games may have
heavy reliance of spatial working memory to successfully play the led to improvements in executive processing, which translated to
game. Hence, assuming that the shared capacity-limited resource improvements in the cognitively demanding complex span task.
is visual working memory as suggested [41,42], memory matrix Further investigations are necessary to determine on the transfer-
training may have enhanced visual-spatial working memory so ability of executive improvement from training to novel tasks.
that both location change detection and visual search performance In contrast to the match-3 and action video game training, we
were improved. This game was unique in the sense that visual- argue that memory matrix training required neither strategizing,
spatial working memory was the only skill that was explicitly nor anticipatory planning. In memory matrix, there is always only
trained in the game itself, unlike the other games that had multiple one fixed order of presentation. Furthermore, memory matrix
demands. training appears more similar to a simple span, rather than a
As expected, the match-3 game training group also showed complex span task. This may explain why no improvements were
improvements in visual search accuracy and search time as a result found for the memory matrix group in the complex span task.
of training. These improvements in accuracy were seen in all set Unexpectedly, in the agent-based simulation group, post-test
sizes in the dual-task condition while search time decreases were improvement in complex span trended towards significance. While
seen in search-only set size 8 and 12 as well as dual-task set size 4 the results are tentative, we speculate that playing this game may
conditions. We hypothesized that improvements in search and also have led to improvement in executive processes, since the
visual working memory would occur due to characteristics of the game included planning and strategizing elements. Players were
match-3 game, Bejeweled 2. Within the game, players were required to hold active representations of future plans in working
expected to search the entire visual scene to locate jewels that memory while performing other tasks. Hence, playing The Sims
matched in color and in shape. Hence, it is likely that general could have trained executive functions like the action video game
visual search skills were also actively engaged and trained during and match-3, albeit to a lesser extent since there were fewer time
playing. Another important factor that might contribute to demands. It is plausible therefore that a longer and more intense
learning and transfer in the game is the increasing difficulty in training regimen may be necessary to achieve similar results to the
searching within the game. As a player advanced to higher levels, faster-paced games. Interestingly, a recent study supported this
the number of possible matches within the 868 matrix decreased possibility by reporting that 50 hours training in the game The
which led to a lower chance of finding a match within any one Sims improved the task-switching aspect of executive functioning
area of the matrix. This gradual increase in search difficulty is [16].
important as learning and transfer is more likely when the task is
optimally challenging to the learner [44]. Thus, other variants of Limitations
match-3 (e.g., Bejewled Blitz) that do not change in difficulty, may There were a number of limitations in the current study. First,
not lead to improvements in visual search. unlike previous investigations that required participants to perform
the training tasks in a laboratory [3,6], participants in the current
Complex Span study were allowed to train on the games at their own leisure.
The complex span task was administered to determine whether Although participants entered daily logs of their gameplay, it was
training in any of these games would transfer to complex verbal not possible to ensure actual fidelity to the prescribed training
working memory tasks [45]. We predicted that memory matrix, regimen. However, allowing participants to train during their own
the only task that focused on memory alone, would be most likely free time had the advantage of being more applicable to how the
to transfer if the improvement was for a modality-free process of games were played normally. In addition, the results using action
memory. Contrary to this hypothesis, no significant improvements games replicated results of lab-controlled studies.
were seen in the memory matrix group. Unexpectedly, improve- Second, some of the games may have drawn more interest from
ments in the complex span task occurred in the match-3 and the players than others leading to non-specific factors such as
action video game training groups. motivational differences rather than the properties of the game
The improvements by the match-3 and action game groups accounting for behavioral change. It is known that action video
indicated that training in these two games might lead to games are highly motivating and arousing [49,50]. In contrast,
improvements in higher-order executive processes which are games like memory matrix were repetitive. However, since

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Enhancing Cognition with Video Games

different groups showed improvements in different tasks, it is number of tasks that will show improvement. An example of a
unlikely motivation and arousal differences could have explained general process is working memory, something that may be
the cognitive improvements. Additionally, even games that were recruited for almost any complex cognitive behavior. Other
repetitive showed transfer to cognitive tasks, confirming that general processes include early sensory processing, so that almost
strong interest and variability in gameplay alone were not vital for any task involved in that modality of sensory processing could be
transfer to occur. improved. Improvement in visual acuity is an example of a general
early sensory process improvement.
Conclusions and Future Directions Overall, our results were consistent with many previous studies
The results from the current study corroborated the increasing that showed that action video games led to the most varied
body of evidence indicating that action video game play enhances transfer. Hence, it is also plausible that action-video games trained
several cognitive and perceptual abilities. In contrast to other overall high level general processes like attention or learning
studies using larger screen sizes, the results here showed that these mechanisms, and this general level of learning then transferred to
aspects of attention and verbal span were similarly improved with allow improvement each task that recruited these general processes
a small screen size on a handheld device. In addition, rather than [25]. Future work should be aimed at resolving or reconciling
training in a lab, participants self-controlled play time. This has these competing theories of transfer. These findings may in turn
implications outside the laboratory with the increasing popularity have implications to allow better design of training tasks to
and market penetration of smart phones and handheld digital maximize transfer.
devices. A key takeaway from the results here is that playing non-action
Novel findings were also reported by including several video games can lead to transfer. As action games tend to be of the
game training groups. Although previous studies had found only violent, fast-paced, first person shooting genre, not everyone may
limited evidence of transfer after playing non-action video games, be inclined to play. Much work remains to be done to specify what
most studies included transfer tasks that closely mimicked the kinds of cognitive processes can be trained by non-action video
demands in action video games, favoring transfer for these games. games. It is important to increase the battery of games that can be
In the current study, one example was the demand to detect used to train cognition and perceptual skills, both to increase the
rapidly appearing targets that was shared by both the action video number of cognitive functions that can be improved, and also to
game and the attentional blink task. Thus, the success of action allow participants to choose their preferred style of game.
video games at transferring to many tasks may have been due to In closing, our results here, taken with previous cross-sectional
the common perceptual and cognitive skills shared between action
and longitudinal studies strongly suggest a causal effect of video
video games and transfer tasks. To further test this hypothesis
game playing on human cognitive and perceptual enhancement.
requires using a variety of action video games that contain
Additionally, these findings indicated that different game genres
different combinations of demands. The inclusion of multiple
have positive effects on different cognitive skills. This has clear
games with varying demands demonstrated that when a wider
practical benefits because it suggests that different video games can
battery of transfer tasks was included that contained demands
be selected depending on which cognitive skill one aims to
closely matched to the training games, transfer effects favoring
improve. This may have applications in enhancing specific aspects
other game types could be achieved as well. Thus, we suggest that
of cognition in areas such as cognitive rehabilitation and
transfer effects are maximized when the transfer task contains
elements that are similar to the training game [24]. occupational training. Currently, to our knowledge, it is not
However, although a theory of identical elements [24] can known whether there is a limit to the number of different skills that
explain the transfer effects in this study, a major gap remains. The can be improved concurrently. To determine this, it is important
theory does not specify at what level the identical elements must to investigate whether training using a combination of different
occur in order for transfer to be successful. One possibility is the games can lead to improvements in multiple areas of human
requirement that the training and transfer tasks share similar cognition.
cognitive and/or perceptual demands. For instance, the hidden
object game and visual search tasks share similar perceptual Author Contributions
demands to search the visual scene. Another approach to explain Conceived and designed the experiments: ACO MDP. Performed the
transfer is that the more general the trained process (as opposed to experiments: ACO. Analyzed the data: ACO. Contributed reagents/
a process that is specialized for use in only one task), the greater materials/analysis tools: ACO MDP. Wrote the paper: ACO MDP.

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